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Post by witchcocktor on Sept 11, 2018 13:15:12 GMT
movin my post here instead (woops) re: "like Liara in ME", at least Varric never tried to ninjamance us lol I wish he did. >:[ My qunari is so lonely...
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Post by wickedcool on Sept 11, 2018 14:17:47 GMT
I’m not going to blame development time on da2/dai. Put me in the boat of living leliana/varric/morrigan. They are iconic characters.
I do think they have made mistakes and there’s probably an 80% chance they bring back a potentially dead character in da4 such as iron bull or Sten etc
Hawke with the obvious blood swipe was handled poorly in dai.
Did they ever say why anders was changed?
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Post by phoray on Sept 11, 2018 17:57:33 GMT
Did they ever say why anders was changed? What do people mean by changed... he is possessed by a justice spirit. Any fun character would change. Frankly, I prefer the DA2 Anders. DAA Anders was an embarrassing coward.
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Post by melbella on Sept 11, 2018 19:27:56 GMT
a potentially dead character in da4 such as iron bull or Sten Bull is potentially dead but Sten is never actually dead, as he appears in the Al/Issy/Varric comic series as the new Arishok. I mean, Stenishok.
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Post by Sylvius the Mad on Sept 11, 2018 19:47:32 GMT
Players make an error, I think, in measuring player choice by looking at outcomes.
The player shouldn't get to decide whether a character lives or dies. The player can only choose what his or her character tries to do. As long as the outcome makes sense within the setting, there's no problem.
The headless Leliana problem, though, is largely a function of the visuals being divorced from the mechanics.
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Post by TabithaTH on Sept 11, 2018 21:27:32 GMT
a potentially dead character in da4 such as iron bull or Sten Bull is potentially dead but Sten is never actually dead, as he appears in the Al/Issy/Varric comic series as the new Arishok. I mean, Stenishok. That’s because the comics (and novels?) are based on the “canon” world state. Just like Alistair can be dead, exiled or a Grey Warden instead of king (which he is in the comics).
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Post by Heimdall on Sept 11, 2018 21:37:38 GMT
Bull is potentially dead but Sten is never actually dead, as he appears in the Al/Issy/Varric comic series as the new Arishok. I mean, Stenishok. That’s because the comics (and novels?) are based on the “canon” world state. Just like Alistair can be dead, exiled or a Grey Warden instead of king (which he is in the comics). Sten can’t actually die in DAO, not definitively, he can only leave the party or get left in Lothering.
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Post by ArcadiaGrey on Sept 11, 2018 21:47:31 GMT
Did they ever say why anders was changed? What do people mean by changed... he is possessed by a justice spirit. Any fun character would change. Frankly, I prefer the DA2 Anders. DAA Anders was an embarrassing coward. An embarrassing coward that I really wanted to bang. DA2 not so much.
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Post by warden on Sept 12, 2018 17:42:56 GMT
ah, Leliana and Wynne retconns, good times.
Wynne was the frustrating one for me. I mean whether you kill her or stays alive, she dies anyway in a fucking book.
It's pathetic to say the least.
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Post by arvaarad on Sept 12, 2018 19:08:52 GMT
ah, Leliana and Wynne retconns, good times. Wynne was the frustrating one for me. I mean whether you kill her or stays alive, she dies anyway in a fucking book. It's pathetic to say the least. The books are relevant to a single canon, not all canons. Of course some plot points stay the same, but they’ve stated that the details play out differently in different world states.
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Post by warden on Sept 12, 2018 19:15:25 GMT
ah, Leliana and Wynne retconns, good times. Wynne was the frustrating one for me. I mean whether you kill her or stays alive, she dies anyway in a fucking book. It's pathetic to say the least. The books are relevant to a single canon, not all canons. Of course some plot points stay the same, but they’ve stated that the details play out differently in different world states. Yeah but, from what I read and how it looks, Wynne's death in the book is canon regardless of any world state, at least as far as I know.
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Post by Sylvius the Mad on Sept 12, 2018 19:59:49 GMT
The books are relevant to a single canon, not all canons. Of course some plot points stay the same, but they’ve stated that the details play out differently in different world states. Yeah but, from what I read and how it looks, Wynne's death in the book is canon regardless of any world state, at least as far as I know. In that she's dead, but it's possible she didn't ever live that long. We don't (and shouldn't) have any control over events that occur in the absence of our character(s).
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Post by warden on Sept 12, 2018 20:04:23 GMT
Yeah but, from what I read and how it looks, Wynne's death in the book is canon regardless of any world state, at least as far as I know. We don't (and shouldn't) have any control over events that occur in the absence of our character(s). Well, having control over events from a book obviously sounds silly, I won't argue there.
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Post by TabithaTH on Sept 12, 2018 20:22:24 GMT
The books are relevant to a single canon, not all canons. Of course some plot points stay the same, but they’ve stated that the details play out differently in different world states. Yeah but, from what I read and how it looks, Wynne's death in the book is canon regardless of any world state, at least as far as I know. As far as I know, Cole references specifics of Wynne's death no matter what world state you have.
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Post by coldsteelblue on Sept 12, 2018 23:01:40 GMT
Yeah but, from what I read and how it looks, Wynne's death in the book is canon regardless of any world state, at least as far as I know. As far as I know, Cole references specifics of Wynne's death no matter what world state you have.
Yup, no matter what choice the player has made in Origins, Wynne will die in Asunder, Cole never uses Wynne's name, but he clearly references her as Rhys's mother dying for the templar he loved, or words to that effect.
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Post by alanc9 on Sept 13, 2018 20:03:50 GMT
Does that dialogue always come up, or does the right Keep state lock it out?
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Post by Iakus on Sept 14, 2018 21:06:46 GMT
Did they ever say why anders was changed? What do people mean by changed... he is possessed by a justice spirit. Any fun character would change. Frankly, I prefer the DA2 Anders. DAA Anders was an embarrassing coward. Fun fact: Justice was originally supposed to bond with Velanna. Was changed to Anders since he has a stronger link to the Circle of Magi...
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Post by Catilina on Sept 14, 2018 23:35:19 GMT
What do people mean by changed... he is possessed by a justice spirit. Any fun character would change. Frankly, I prefer the DA2 Anders. DAA Anders was an embarrassing coward. Fun fact: Justice was originally supposed to bond with Velanna. Was changed to Anders since he has a stronger link to the Circle of Magi... I think, the Character(s) surprisingly consistent – despite, that Velanna was the first choice.
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Post by melbella on Sept 15, 2018 0:51:46 GMT
What do people mean by changed... he is possessed by a justice spirit. Any fun character would change. Frankly, I prefer the DA2 Anders. DAA Anders was an embarrassing coward. Fun fact: Justice was originally supposed to bond with Velanna. Was changed to Anders since he has a stronger link to the Circle of Magi...
Since Velanna has no link to the Circle? Her beef is with humans in general. My guess is though, so many people hated Velanna and killed her off that they figured Anders was a safer choice to bring back, to avoid even more backlash.
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Post by TabithaTH on Sept 15, 2018 14:06:15 GMT
Does that dialogue always come up, or does the right Keep state lock it out? If you are asking about Cole, then I have gotten it every playthrough so far. It’s one of the first things he mentions when you ask him about templars:
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Post by Noxluxe on Oct 7, 2018 20:45:30 GMT
Maybe I'm in the minority here, but I can honestly say I've never been bothered by a Bioware game having few to no obvious consequences for a decision I made. I'm much more annoyed when particular scenes railroad my characters into behaving unlike themselves to justify some new development.
The whole point of an RPG, in my mind, is to give the player a somewhat ambiguous protagonist with which to immerse themselves in the setting, as a sort of anchor point. The personality/general mentality/temperament/whatever you ascribe to the character becomes your self-expression in the world, and that invests you in the story. The story itself doesn't have to branch hugely for you to feel that you've properly expressed what your character is about in any given scene.
As long as the different forms of expression make sense and are numerous and consistent enough for me to engage in ways I find interesting and unique, I couldn't be happier. Even if the ultimate reward is nothing more than an epilogue spiel, or nothing at all. Like in real life, the satisfaction is in knowing that you took a proper look around the situation and acted in a sensible and appropriate way to your own mind, or whichever mentality you decided to go in with.
By contrast, if the options you're given for expressing your character are inconsistent or just shallow... then what the hell is the point? You can't create anything you identify with, so why even have the mechanic? To me, that's the slippery slope Bioware - and other RPG developers - have been dancing on these past few years, particularly with the adoption of the dialogue wheel. I've no complaints about their story branching. No, not even the end of ME3.
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Post by duskwanderer on Oct 7, 2018 21:55:13 GMT
Maybe I'm in the minority here, but I can honestly say I've never been bothered by a Bioware game having few to no obvious consequences for a decision I made. I'm much more annoyed when particular scenes railroad my characters into behaving unlike themselves to justify some new development. The whole point of an RPG, in my mind, is to give the player a somewhat ambiguous protagonist with which to immerse themselves in the setting, as a sort of anchor point. The personality/general mentality/temperament/whatever you ascribe to the character becomes your self-expression in the world, and that invests you in the story. The story itself doesn't have to branch hugely for you to feel that you've properly expressed what your character is about in any given scene. As long as the different forms of expression make sense and are numerous and consistent enough for me to engage in ways I find interesting and unique, I couldn't be happier. Even if the ultimate reward is nothing more than an epilogue spiel, or nothing at all. Like in real life, the satisfaction is in knowing that you took a proper look around the situation and acted in a sensible and appropriate way to your own mind, or whichever mentality you decided to go in with. By contrast, if the options you're given for expressing your character are inconsistent or just shallow... then what the hell is the point? You can't create anything you identify with, so why even have the mechanic? To me, that's the slippery slope Bioware - and other RPG developers - have been dancing on these past few years, particularly with the adoption of the dialogue wheel. I've no complaints about their story branching. No, not even the end of ME3. You have a good point, one person's decisions do not need to have to have life altering consequences. That's good only to raise the stakes, to make it an epic tale, since fantasy stories tend to work on epic levels. Where I've always had issues with choices is not the severity of their consequences, but arbitrary constraints on those consequences, or even worse, ascribing motives that are not in evidence.
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Post by gervaise21 on Oct 8, 2018 16:08:41 GMT
I think that in any game which is not a self contained story the choices you make can only have a limited impact going forward to the next instalment if the writers have a particular direction they want to take with the plot or the characters they have introduced.
People have mentioned Baldurs Gate series and thinking back, in the original Baldurs Gate you could ditch Imoen, reject Jaheira and Khalid, fight Minsc and never get to rescue Dynaheir, leave Viconia to be killed by her pursuers rather than recruited, and any or all of these characters could be killed along the way or in the final battle. Yet Baldurs Gate 2 begins with you having been captured along with all of these, even if some of these have been killed off before the game gets underway and both Jaheira and Viconia are romance options this time round. Also in Baldurs Gate if you so choose you can kill the iconic game world character of Drizzt, only for you to encounter him again in BG2, this time with this friends. Of course the Forgotten Realms actually had spells for raising the dead and resurrection to account for people being around after being killed and if the game records that you killed Drizzt, he behaves differently from someone who helped him, but the general principle is there. It is not possible to accommodate all player choices if you are working on a continuing story.
Actually, I feel Mass Effect trilogy did a pretty good job in this respect, having substitute roles in place of characters who do not make it through to ME2 or ME3. The problem with Leliana in Dragon Age would appear to be the graphics that can leave her decapitated, as we had already been introduced to the idea of a spirit preventing someone's death with Wynne, also explaining how she can survive the PC killing her. So a spirit preserving Leliana is not an introduction to game lore for which we hadn't been prepared. Morrigan can also be stabbed in Witch Hunt but her fate was left ambiguous because of her falling through the eluvian. The same was true of Sten if you leave him in his cage. Had Leliana's fate been similarly unsure I think there would have been less grounds for complaint.
I seem to recall that the writers have learned from the backlash over Leliana because they have made it clear that in future any character capable of being killed by the PC on screen will not play a major part in future games. I stress the on screen part because it is possible they might bring back people, like Calpernia, who you only see jump off the cliff but never see a body at the bottom. On the whole, though, I think the stress on "needing new people" in the epilogue to Trespasser is the writers way of saying that we should not expect to see too many characters from the south in the next game. Dorian is likely an exception because they went to great lengths to place him back up in Tevinter by the end of the story, with him helping to found the Lucerni and becoming a Magister no matter what relationship he had with the Inquisitor.
I would imagine that most of our choices reflected in the Keep will only affect how certain codices read or how people or outcomes are referred to in the game without having to devote a great deal of resources to actually showing them.
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Post by Sylvius the Mad on Oct 16, 2018 19:45:18 GMT
Maybe I'm in the minority here, but I can honestly say I've never been bothered by a Bioware game having few to no obvious consequences for a decision I made. I'm much more annoyed when particular scenes railroad my characters into behaving unlike themselves to justify some new development. The whole point of an RPG, in my mind, is to give the player a somewhat ambiguous protagonist with which to immerse themselves in the setting, as a sort of anchor point. The personality/general mentality/temperament/whatever you ascribe to the character becomes your self-expression in the world, and that invests you in the story. The story itself doesn't have to branch hugely for you to feel that you've properly expressed what your character is about in any given scene. As long as the different forms of expression make sense and are numerous and consistent enough for me to engage in ways I find interesting and unique, I couldn't be happier. Even if the ultimate reward is nothing more than an epilogue spiel, or nothing at all. Like in real life, the satisfaction is in knowing that you took a proper look around the situation and acted in a sensible and appropriate way to your own mind, or whichever mentality you decided to go in with. By contrast, if the options you're given for expressing your character are inconsistent or just shallow... then what the hell is the point? You can't create anything you identify with, so why even have the mechanic? To me, that's the slippery slope Bioware - and other RPG developers - have been dancing on these past few years, particularly with the adoption of the dialogue wheel. I've no complaints about their story branching. No, not even the end of ME3. I could not agree with this more. This is exactly how I approach CRPGs. I don't need a branching story. What I need is the freedom to define the protagonist. Mass Effect is the poster-child for doing this badly, I think. DAO's story only really goes one place, and the individual components have at most one real branch in them, but DAO's capacity to allow roleplaying hasn't been matched by any BioWare game since. There's a scene in the mage origin where the (future) Warden is talking with Grand Enchanter Irving about Jowan's plan to escape, and that scene plays very differently based in whether the protagonist is telling the truth. The specific path through the dialogue options might identical, but it's like a different scene if you just change the protagonist's motives.
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Post by Elfen Lied on Oct 17, 2018 13:58:24 GMT
People have mentioned Baldurs Gate series and thinking back, in the original Baldurs Gate you could ditch Imoen, reject Jaheira and Khalid, fight Minsc and never get to rescue Dynaheir, leave Viconia to be killed by her pursuers rather than recruited, and any or all of these characters could be killed along the way or in the final battle. Yet Baldurs Gate 2 begins with you having been captured along with all of these, even if some of these have been killed off before the game gets underway and both Jaheira and Viconia are romance options this time round. Also in Baldurs Gate if you so choose you can kill the iconic game world character of Drizzt, only for you to encounter him again in BG2, this time with this friends. Of course the Forgotten Realms actually had spells for raising the dead and resurrection to account for people being around after being killed and if the game records that you killed Drizzt, he behaves differently from someone who helped him, but the general principle is there. It is not possible to accommodate all player choices if you are working on a continuing story. They could also do that because those were different times. Canon endings and retcons between various installments were common and probably justified by technical limitations. At the same time players were not so obsessed with a lot of things like they are now. Or maybe they were, but they had not many opportunities to express their disappointment.
I, for one, don't really care to much if at a certain point they have to restart from scratch and discard many if not all of player's choices. I may be a bit disappointed of course but that won't prevent me from enjoying the new game. There are a lot of issues between KOTOR and KOTOR2 because of what they set canon and this would probably affect an hypotethical 3rd game even more. Nevertheless, I still loved KOTOR 2 and I would probably love a KOTOR 3 no matter what they had to scrap in order to create it.
I know that perhaps this is not the best example since those games were made by two different companies and therefore the canon thing is a little bit justified, but I think that my opinion would not have been different even if they had been created by the same company.
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